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Messages - GGLucas

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61
Star Ruler 2 Discussion / Re: Ship-Building Question:
« on: December 02, 2014, 10:03:58 PM »
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*Is there still no option to delete designs at this point from the editor?

The second button on the right side of a design in the designs overview list is the "Obsolete" button, which hides the design from pretty much everywhere in the game.

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*How does the game determine what hull design is to be used for a given ship, and is there a way to influence that?

It selects the hull with the shape that most closely approximates whatever shape you draw. Since we only have a very limited amount of ship models right now, you won't notice much of this. Hopefully later on it'll be more obvious how shapes interact with models.

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*Does adding a ship class change anything?

They're just categories you can put your ships in. If you add designs to your new class they'll be listed under that heading in the build lists.

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Bugs & Support / Re: broken diplomacy tab
« on: November 01, 2014, 12:58:34 PM »
Thanks for posting that save. We've fixed the problem, you should be getting an update with the fix in a little bit.

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Bugs & Support / Re: Planet UI + Asteroids bugged after load of savegame
« on: November 01, 2014, 12:58:07 PM »
Thanks for posting the save. We've resolved the issue, an update with the fix will be incoming shortly.

64
Bugs & Support / Re: Open Forum extra card effect carries over
« on: October 06, 2014, 12:28:59 PM »
The amount of cards in the influence peddling stack is dependent on the amount of players in the game, you probably started a game with one more AI.

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The shipsets are eventually intended to have their own station models, we just don't have them yet.

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By the time you can afford the money/labor cost to terraform on a regular basis, you need those resources (especially the labor) on building ships so you don't get steamrolled.

Yes, if you're left completely alone, terraforming becomes something you can use to improve your empire later on in the game.

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Labor is fairly trivial: if you generate 20 labor per minute, and something costs 40 labor to make, it will take 2 minutes to make that thing.

The benefit of terraforming is that you can change the resource of the planet to something else. It's a fairly situational thing.

We're still working on research, it will be clearer what everything does later.

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Star Ruler 2 Discussion / Re: Davor's Suggestions. Work in Progress.
« on: September 15, 2014, 11:19:47 AM »
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Also when in the other screens I would like the option to pause the game as well.

There's a checkbox in the options menu to automatically pause when you're on tabs other than the galaxy/diplomacy.

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For example I see media center.

This is listed under "Civilian" buildings, which means you cannot build them, but have to get your population to build them using pressure. In the media center's case, importing resources with influence pressure will make you start getting them.

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Where you have sliders or options to increase production for food, building materials etc.

We hate sliders, so no, no sliders planned. There is a "Happy" state your planets can get through various ways, but it has a more discrete production bonus.

69
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do not seem to exert any kind of gravitational force on orbiting planets or asteroids.

The orbit is the gravitational force.

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Bugs & Support / Re: Game Crashes ever 1 - 10 minutes.
« on: August 30, 2014, 01:07:54 PM »
Sorry, that save seems to have gotten corrupted by a savegame bug that was recently fixed. If you encounter a problem like this again in a new save, please upload it. Apologies for the bug.

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Bugs & Support / Re: Game Crashes ever 1 - 10 minutes.
« on: August 29, 2014, 05:36:16 PM »
Could you post the savegame that crashes for you? That may help us figure out what's going wrong.

72
Star Ruler 2 Discussion / Re: r3288 - fighting AI is tiresome.
« on: August 28, 2014, 11:11:44 AM »
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and for sure capping should be drastically slowed or halted while a defending fleet is close by.

You can't capture a planet if it has any supports or fleets inside its gravity well around it. This wasn't working for defense platforms, but it will be fixed for the next update so a defense platform in orbit of a planet prevents it from being captured.

73
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Ship Design

We still have a lot of thinking and improving to do on ship subsystems in general, so there's not much I can say about that until we figure out something we like.

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Maybe hold down CTRL to create new instances of a weapon?

Yes, that is how it works :P

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The current research model in SR2 really doesn't add much to the game.

The other highly incomplete part of the game. Like with ship designs, we're not quite satisfied with research yet, but haven't figured out how to make it good yet. It will be updated once we do.

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- Clear down auto-imports that don't work, give an error or just a rude beep. At the moment it is the most cumbersome part of the game. At the moment I manually click 'auto-import' and then if it doesn't work click 'cancel auto-import'.

What exactly do you mean by "don't work"? If you don't currently have the right resource, it queues it for the future, so that if you colonize that resource it will auto-import it. That's part of how auto-import works.

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- Invade System instead of shift clicking all the planets in a system to speed up the end game.

This is planned.

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- Sattelites, throw crap in space around the planets as they become more industrialised.

Our next version will have Station Hulls, that can be placed in orbit of planets and stars. You can get a preview of those with our experimental build, if you want to.

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I know you can manually assign defence ships to a system

We have some improvements planned for how "Defense" as a resource works, which will hopefully make it easier to get all your systems defended.

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replaced when you enter a system from the home fleet or build automatically.

You can select the fleet and right click a planet/star to refresh its supports. We've discussed doing auto-refresh/rebuild, but haven't decided whether we want that yet. We may in the future.

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- Refits? Either automatic, or manual.

Retrofits for research upgrades happen automatically while your fleet is in allied territory. If you change a ship's design, you can retrofit the fleet at a planet with labor for a cost.

74
Star Ruler 2 Discussion / Re: Inspiration?
« on: August 23, 2014, 04:48:39 PM »
Most of our mechanics are original ideas, but we take a lot of general inspiration from board games. Board games tend to have really well-thought-out mechanics, since they can't sell entirely on graphics like video games can.

We tend not to look too much at 4X competitors, because we feel the genre has been stagnant for about 15 years, and most 4X games have really boring and unoriginal mechanics.

75
Bugs & Support / Re: Planet Buster Crashes Game
« on: August 19, 2014, 01:28:33 PM »
Thanks. Should be fixed in the next update.

76
Star Ruler 2 Discussion / Re: small supports and hulls later in game?
« on: August 16, 2014, 12:08:08 PM »
Note that the corvette hull deals less damage, because a higher portion of the ship is taken up by armor. You could make the railgun on the destroyer hull smaller and add 2 layers of armor to achieve the same approximate result.

77
Bugs & Support / Re: Game Not Opening Under Linux
« on: August 15, 2014, 02:21:04 PM »
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could it be that Debian doesn't have an up to date enough version for SR2?  I do know that Debian prioritizes stability/tested over newer versions.

That does indeed seem to be the case here. jessie or sid should have a recent enough version. I've uploaded the version we're using here, can you check if it starts working if you drop that file in the bin/lin64 folder? Thanks.

78
Bugs & Support / Re: Game Not Opening Under Linux
« on: August 15, 2014, 01:51:24 PM »
Nah, it's an issue with the way we packaged our dependencies in the linux build.

If you install the libgraphite2 package from your package manager, the error should go away. We'll have this problem fixed for our next update, sorry for the incovenience.

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Bugs & Support / Re: Game Not Opening Under Linux
« on: August 15, 2014, 01:23:46 PM »
Please run it from a terminal and copy-paste whatever it outputs here.

80
Star Ruler 2 Discussion / Re: Adding additional galaxy types
« on: August 13, 2014, 11:17:36 AM »
It is handled in script. maps/Spiral/SpiralMap.as contains the spiral galaxy, to be exact.

As with all modding right now, however, I should warn you that it is entirely undocumented and your mods are likely to break as we make changes to the game. We intend to create comprehensive modding support and documentation (including steam workshop support) later on in our Early Access development.

81
We're almost certainly not going to change the core concept of Diplomacy at this point, but some of the smaller points you make are definitely issues we're still thinking about. I'll try to outline our rationale for the system and our choices as a whole.

The diplomacy system in general is based on two main concepts:
1. Influence allocation, choices and opportunity costs.
2. Pulling people into the senate interactions even if they're not directly related.

The first point is represented in giving you multiple choices on how to spend your influence: spend it on buying cards before other people instead of giving them the chance to buy them later, spend it on action cards to improve your empire, stockpile it to win a future vote, engage an effect with influence upkeep. We try to add meaningful choices to what you do with your influence generation - landslide annexes are rare for that reason, you give up a lot of influence that could've been spent on other things.

The second point is the reason why votes are set up the way they are. In a 1v1 situation, yes, it'll come down mainly to who has more influence and cards (and who is more willing to commit more influence to this particular vote), but there've been a lot of situations in our test games where a third party ended up playing a deciding role in a vote, depending on the game situation and empire relations.


That said,

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Piling on "negotiate" cards wins the diplomatic day. [...] Now, let's look at the cards themselves. As I said earlier, the negotiation card is far too strong. It can do everything, but it doesn't represent any negotiation happening.

Is definitely a point that could use some improvement. Variety in vote support cards is low, and they do very little in the way of innately making the vote interesting. Rhetoric is probably the card that is the most interesting diplomatically right now, and we're certainly thinking about and open to suggestions for card types that improve the interaction inside individual votes.


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Another big part of diplomacy is alliances. An alliance system would be great.

We are currently in the process of designing our alliance system to work within the framework of the diplomacy and senate mechanics. There will definitely be alliances in the future.


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That shouldn't be a substitute for actual negotiation, especially when it's for a one sided deal like annexation.

Note that a proposition is an abstraction of more than just the simple senate floor vote. Your negotiations are used to convince not just the galactic community that these planets should be your territory, but also the citizens of the planets themselves. It's a battle of influence that spans all sectors, not just the political one.


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card-less actions

We spent the better part of a year figuring out how to create a diplomatic system that allowed flexibility of choice without being frustrating and devolving into min-maxing. Having actions based around card availability turned the diplomacy system from a bland progression of events into a system where we could actually make interesting options without unbalancing the entire system.

If the "Protect System" action was available without having to look for it and buy it, it would be entirely too strong to be in the game. Military empires would be almost unable to capture any territory and the balance would be upset. Powerful and rare actions such as protect, annex and spy can exist only because they are rare and expensive.

83
Localizations / Locale Updates and Repository
« on: August 04, 2014, 02:20:52 PM »
We put our locale files in a public github repo to make it a bit easier to track changes.

https://github.com/BlindMindStudios/StarRuler2-locale

84
Suggestions / Re: Display Asteroids As Well
« on: July 26, 2014, 10:03:09 PM »
But... the planets tab shows asteroids...

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Localizations / Re: German translation project v2
« on: July 23, 2014, 08:14:26 AM »
Please be aware that the locale files are subject to change a lot over the course of our early access beta. We'll try to periodically provide diffs, but things will still change quickly.

That said, cool! I'm always amazed by the community involvement :D

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Localizations / Re: [HOWTO] Translating the game into Japanese
« on: July 23, 2014, 08:04:02 AM »
That entry is in tutorial.txt :P

The places for the locale entries aren't always entirely logical, and I'm pretty sure there's some old text that needs pruning in there as well.

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Localizations / [HOWTO] Translating the game into Japanese
« on: July 22, 2014, 01:22:04 PM »
As promised, here's a quick post to explain how to translate the game into a japanese locale.

A warning before we start: the game is unfinished, and the translation strings will change a lot in the future. If you choose to attempt translation, be aware that you may need to update your translated files frequently.


First, download this zip

The zip contains a copy of all the locale files, renamed as locales/japanese, simply copy them to the game folder to add it.

In order to use the language, go to Options -> Game and choose the language:



You will need to quit and restart the game afterwards to switch to the new language.

You will then be able to change the text to translate the game, but the game accepts UTF-8 only, so you will have to set your text editor to the UTF-8 encoding.


88
Star Ruler 2 Discussion / Re: Blueprint system and Custom 3d models
« on: July 21, 2014, 11:36:04 AM »
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Do you consider adding certain properties/bonuses to each hull type? If not, what would be required to do so (i.e. a boost to engine output, accuracy, damage reduction - that sort of thing).

We have no plans to do so right now, but it is entirely possible in the engine already. If you're interested in the technical details, hulls can add "dummy subsystems" to any ship that uses them that can be used to provide those benefits. (EDIT: Percent increases to other subsystems aren't quite possible yet, but it wouldn't be hard for us to add a way to let hulls add modifiers as well)

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Will there be a layout editor? Editing hull layouts with a regular text editor is... confusing and not fun, IMHO.

We have one for internal use, but it seems to have been broken in a previous change somewhere. We'll probably be fixing it soon.

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What is required to lock a certain shipset (and its hull types) - possibly along with certain technologies - to particular factions? I suppose this could be done rather easily through the use of mutually exclusive traits?

Not supported right now, but wouldn't be too hard to add. Ask again when we start doing modding support stuff.

89
Thanks. Closed source application distribution is a little bit of a pain on linux, since you can't just tell package maintainers to rebuild if the so files change. Hopefully we've got all the dependencies now when the next update hits. The bug in the OP should also have been fixed.

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Star Ruler 2 Discussion / Re: Distance between galaxies
« on: July 20, 2014, 04:48:25 PM »
Actually, you should go into scripts/server/game_start.as. There are three variables there around line 20, GALAXY_MIN_SPACING, GALAXY_MAX_SPACING and GALAXY_HEIGHT_MARGIN. The first two should be rather self-explanatory, the last one is the amount of Y height that galaxies are spread out over.

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